Files
Sylpheed/docs/port/RUNNING.md
Sylpheed port agent eb3f75d0f5 port: quantify the merge gap, and write down what P5's gate actually asks
The Decoder closed with the fact that gates everything: main is about 234 commits
behind their branch, so nothing either agent decided this week is reachable from
it. That is also where P5's gate sits, and it is the one open item whose framing I
own.

Measured from this side: 256 commits ahead of origin/main and 0 behind, so main is
an ancestor and the merge is a fast-forward with nothing to resolve. 58 files --
the exporter and its examples, the Godot scripts, authored/, tools/port/ and
docs/port/.

RUNNING.md gains a section 6 saying what a person is actually being asked to do,
in three lines: run --boot --play, walk the table, and say whether it behaves as
described -- NOT whether it matches the game, because that comparison is the
oracle's and is already asserted by check-all.

That distinction is the point of writing it down. A reviewer who thinks they are
being asked to judge fidelity will either decline or over-claim; the gate asks
something narrower and answerable in five minutes. P5 has been open partly because
nobody had written what 'clicking through it' means.

What this does not do is meet the gate. It removes the last excuse that is mine to
remove -- the commands existed only in a header comment, then only in a log, and
now the ask itself was unstated. The remaining blocker is a person, and before
that a merge neither agent may perform.

BLOCKED's contract row now carries both directions quantified rather than
described.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01N7FiFFFwbvG2uxdcEh8HyF
2026-08-31 04:04:54 +00:00

137 lines
5.5 KiB
Markdown

# Running the port
**P5's gate is *"a human clicks through it"*, and until now there was no page
telling a human how.** The commands existed — in `boot.gd`'s header comment and
scattered through a twelve-thousand-line `DECISIONS.md`. A capability that lives
only in the record is, to the person who needs it, absent.
Everything below has been run. Where a number is quoted it was measured in this
container, and where the container distorts it that is said rather than left for
the reader to discover.
## 1. Build the asset tree
The Godot project reads `export/`, never the disc.
```bash
cargo run --release -p sylpheed-export -- export --disc /disc --out export
```
Roughly four minutes, most of it transcoding two movies. It **rewrites `export/`
wholesale** — never hand-edit anything in there; hand-written decisions live in
`authored/` beside it, and survive a re-export.
## 2. The P5 walk, from a cold start
```bash
godot --path port -- --boot --play
```
This is the one a human should judge. It boots the way the game does — two
splashes, the `ADV` intro, the title — hands over to the menu on Ⓐ, and then
**stays live and waits for input**.
| you press | what should happen |
|---|---|
| Ⓐ on the title | the main menu opens on **NEW GAME** |
| ⬆ / ⬇ | one item, wrapping at both ends |
| ⬅ / ➡ | **nothing** — measured, and implemented as an explicit no-op |
| Ⓐ on **EXTRAS** | the EXTRAS submenu, opening on **MISSION SELECT** |
| Ⓑ in EXTRAS | back to the main menu, **on the item you left** |
| Ⓑ on the main menu | back to the title |
| Ⓐ on the title again | the menu, **still on the item you left** |
That last row is the one worth checking deliberately: the main menu **remembers
its cursor**, and every submenu **resets** to its own opening item. Both are
measured, and they disagree on purpose.
⏱ **The intro is ~157 s.** To skip straight to the menu:
```bash
godot --path port -- --menu=main_menu
```
and to drive it unattended:
```bash
godot --path port -- --menu=main_menu --script=down,down,accept,cancel
```
🔴 `--script` **without** `--play` or `--menu` refuses and says so. It used to
parse, be stored, and do nothing.
## 3. What is knowingly missing — not bugs
Four of the five main-menu destinations are **measured but not in this export**:
they live in other archives (`GP_SAVE_LOAD`, `GP_OPTIONS`, …). Pressing Ⓐ on them
prints what it would have opened and why it cannot:
```
(LOAD GAME) opens a screen this export does not carry:
The save-slot list is GP_SAVE_LOAD, not in this export. Destination MEASURED.
```
**EXTRAS is the only Ⓐ-into-a-submenu this milestone can walk**, which is why the
P5 gate rests on it.
`NEW GAME` is a deliberate gap of a different kind: the real chain is
NEW GAME → DIFFICULTY → SELECT DATA → the `S00A` movie, and the port **jumps to
the movie**, printing the two screens it skipped. That is a gap, stated out loud;
nobody should read the port's behaviour there as the game's.
## 4. What this container distorts
* **No GPU.** 720p Theora decodes **+6.7 % … +6.9 % slower than real time** here
(5 runs, both movies, on a quiet box). The boot's printed seconds carry that
deficit. It is a property of the machine, not of the port.
* **No sound card.** Godot falls back to a dummy driver, so **you will hear
nothing**. The audio is present and measurable —
`docs/port/AUDIO-VERIFICATION.md` answers every audio question without a
device, and `tools/port/verify-menu-audio` asserts it — but *"I heard it"* is
not available in here.
* **A leaked-object warning at exit** is engine-side, not the port's. Measured:
releasing every reference the port owns moves the count from 8 to 8.
## 5. Modding
`data/mods/` shadows `export/` by path. Each override is announced as it is read,
and at the end of a run any file that **can never apply** is listed:
```
mod: sprites/title/main_menu/ptbase.png <- data/mods/...
mods: 1 file(s) in data/mods can shadow NOTHING -- no such path in the export:
inert: sprites/title/TYPO_menu/pteff05.png
```
A file whose path exists in the export but was simply not read this run is **not**
listed. See `docs/port/MODDING.md` for the five rules the asset tree keeps.
## 6. Where the work is, and what P5's gate is waiting on
**P5's gate is the only one that needs a person, and it is not waiting on code.**
Everything above runs from `auto/port-p6-audio`. That branch is **256 commits
ahead of `origin/main` and 0 behind**, so a merge is a **fast-forward** — `main`
is an ancestor, there is nothing to resolve. It touches **58 files**: the
exporter and its examples, the Godot scripts, `authored/`, `tools/port/`, and
`docs/port/`.
Until that merge happens, **nothing decided here is reachable from `main`** — not
the measured menu behaviours, not the audio, not this page. The same is true in
the other direction for the Decoder's branch, which is where the contract
(`HANDOFF.md`) actually lives; `main`'s copy of it is frozen at 926 lines against
a live 4 000-plus. **Neither agent can close that: `PROTOCOL.md` says a human
merges.**
### What a person is actually being asked to do
1. `godot --path port -- --boot --play`, then walk §2's table.
2. Say whether it behaves as described. **Not whether it matches the game** —
that comparison is the oracle's job and is already asserted by
`tools/port/check-all`.
3. If it does, P5's gate is met and nothing else is blocking P6, which asserts its
own audio and has no human step.
⚠️ **You will hear nothing** (§4), and the intro takes ~157 s. `--menu=main_menu`
skips straight to the part being judged.